1.0 - The Frame Plot in Amalgama | World Anvil

1.0 - The Frame

The party meets in secret.
  But not in safety.
  Start in a wet and dingy dock town. receive letter to meet with organization that wants to get rid of the side effects of magic. players meet up in a shady looking building. dark and secretive. 3 others in there. the "leader" of the meeting, the traitor, and the contact. meet and converse. Things get too quiet. they are attacked by secret sect of Paritet, their location made known by the traitor. "leader" is brutally murdered immediately. Traitor "holds back the attack" while other manage to escape, despite traitor trying to get them killed as well. Contact tells them he'll take to the docs as a distraction and meet the party in the capital after they take the land path there.

Plot points/Scenes

Players will enter the Lighthouse one by one. Hearty, Valgyr, and Sil'Ferrous will already be at the top and nod, but not do introductions until everyone has arrived. Areon will take a seat next to Hearty.   The meeting begins. Hearty leads the meeting. Valgyr keeps watch essentially, standing a bit tense and examining everyone over.   "Welcome. You are all here because you have some form of interest in shifting the balance of power. For over a century, Paritet has kept and iron grip on control of the world and the people in it. We live and die by their calendar. Ourselves and our loved ones pay the ultimate price. With the help of the monks from Vand Cloister, this small resistance will work to undermine Paritet and shift power back into the hands of the average citizen. And save lives."   "Many have been researching a way to stop the insanity that comes from using magic. Most of those researchers have been routed by Paritet agents."   If players ask what's already been uncovered: Not much. Most anything gained was almost immediately lost. There is a contact in Fellbe close to deciphering a Script stone, which will undoubtedly give us insight into events before Paritet was established. The monks also seem to have some knowledge on a solution. Areon will only respond by saying that he is forbidden to speak of those potential solutions outside of the cloister.   "Know that secrecy and subtly are our best weapons." At this point Valgyr's head tilts. "I will not hesitate to snuff out traitors." Valgyr shouts and pulls out a pair of daggers.   A demon comes crashing through the window behind Hearty. Valgyr rolls out of the way, throwing daggers. They dink off. Areon shouts for Atani to leave and seek the cloister. Then attacks.   They should head down the stairs. Valgyr following close behind and holding off the demon or demon minions.   The party reaches the bottom and the Guards draw their weapons. Combat.  
  They exit the tower with a resounding crack and flash of light as the lightstone beacon explodes. Valgyr is right behind them. He tells them to flee north, take the pass and meet him in the slums of Lyston. Follow the symbols to the safehouse. Symbol is the triangle with a line above and a line below. He's going to cause a distraction at the docks while they flee.   They flee, needing to make a stealth check as town guards rush by to the lighthouse. They eventually make it out of town into the cold and dark woods between Litenhavon and Fellbe.

Relations

Adversaries

Backdrops

Locations

Litenhavon lighthouse. An approximately 60ft tall thin tower made of grey stone. Thicker at the bottom. Square. Small windows at regular intervals winding up the tower. Two hired Enforcers guards posted at the entrance.   Entry room has some segmented areas that contain bunks and a kitchenette for whoever is on duty. There's a hatch down to the cellar where food and other supplies are kept, like more oil and wood for the fire (these are backup supplies as the main light runs off of a large light stone and mirrors).   Stairs winding up to the light room. A few small cabinet like doors on the way up. Books and logs kept here. The light room is small with just enough room for the people present. There's a bit of a open area that also opens to the deck where a table is set up.

Threats

A fire could erupt at some point, pushing the party to escape down the stairs.

Encounters

Monster attack. What monster? Horned devil. A winged humanoid, skin a sandy color, with tips in red. Long barbed tail, large horns that curl to the sides of its head. Eyes glow red, and when it opens its mouth to yell, flames and heat escape. Wields a 2-pronged fork.  
SRD

Horned Devil

Large fiend (devil), lawful evil
Armor Class 18 (natural armor)
Hit Points 178 17d10+85
Speed 20ft Fly: 60ft

STR
22 +6
DEX
17 +3
CON
21 +5
INT
12 +1
WIS
16 +3
CHA
17 +3

Saving Throws Str +10, Dex +7, Wis +7, Cha +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Challenge 11 (7,200 XP)


Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 2d8+6 piercing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 1d8+6 piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 3d6 hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 3d6 . Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 4d6 fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.


 
  Guards at the base of the tower. Warlocks? Based on Cult Fanatic, but give them Eldritch Blast. Their magic is a mess of distortion and color, but predominately a shade of red. Wearing simple leather armor.  
SRD

Cult Fanatic

Medium humanoid (any race), any non-good
Armor Class 13 (leather armor)
Hit Points 33 6d8+6
Speed 30ft

STR
11 0
DEX
14 +2
CON
12 +1
INT
10 0
WIS
13 +1
CHA
14 +2

Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 2 (450 XP)

The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The acolyte has following cleric spells prepared:

At will: Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon


Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.


Actions

Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 1d4+2 piercing damage.


 

Fanatics[/b[ are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.

 

Player's Handbook

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
Duration Instantaneous
Components V,S

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: Two beams at 5th level Three beams at 11th level Four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

Key Items

Plot type
Main Plot
Related Locations


Cover image: by holyflpncows

Comments

Please Login in order to comment!